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OpenMW/files/shaders/lib/core/fragment.glsl

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#version 120
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#include "lib/core/fragment.h.glsl"
uniform sampler2D reflectionMap;
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vec4 sampleReflectionMap(vec2 uv)
{
return texture2D(reflectionMap, uv);
}
#if @waterRefraction
uniform sampler2D refractionMap;
uniform sampler2D refractionDepthMap;
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vec4 sampleRefractionMap(vec2 uv)
{
return texture2D(refractionMap, uv);
}
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float sampleRefractionDepthMap(vec2 uv)
{
return texture2D(refractionDepthMap, uv).x;
}
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#endif
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uniform sampler2D lastShader;
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vec4 samplerLastShader(vec2 uv)
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{
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return texture2D(lastShader, uv);
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}
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#if @skyBlending
uniform sampler2D sky;
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vec3 sampleSkyColor(vec2 uv)
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{
return texture2D(sky, uv).xyz;
}
#endif